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osu-lazer/osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRoll.cs

85 lines
2.9 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
using System.Linq;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
private readonly DrumRoll drumRoll;
private readonly DrumRollCirclePiece circle;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
this.drumRoll = drumRoll;
RelativeSizeAxes = Axes.X;
Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
Add(circle = new DrumRollCirclePiece(CreateCirclePiece()));
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
newTick.OnJudgement += onTickJudgement;
AddNested(newTick);
Add(newTick);
}
}
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
{
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
circle.Completion = (float)countHit / NestedHitObjects.Count();
}
protected override void LoadComplete()
{
base.LoadComplete();
// This is naive, however it's based on the reasoning that the hit target
// is further than mid point of the play field, so the time taken to scroll in should always
// be greater than the time taken to scroll out to the left of the screen.
// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt;
}
protected override void CheckJudgement(bool userTriggered)
{
if (userTriggered)
return;
if (Judgement.TimeOffset < 0)
return;
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
if (countHit > drumRoll.RequiredGoodHits)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
protected override void UpdateState(ArmedState state)
{
}
protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
}
}